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Call of Cthulhu Game Terms



Age

(Current Age) Statistic.
How old your character is. Minimum age is based on EDU+6. You may increase your character's age without penalty up to 40. After 40, each decade can reduce your character's STR, CON, DEX, and/or APP. Age increases can be used to train your character as well; see
Study Options.
Calc=EDU + 6. Range=12-??.

APP

(Appearance) Attribute.
The general attractiveness of your character. Low APP might imply scars or deformities.
Roll=3D6. Range=3-18.

CON (Constitution) Attribute. The basic ruggedness of your character.
Min=3 Ave=11 Max=18 Roll=3D6.

Credit Rating Calculated Statistic. Most often, people are judged by first impressions. Credit Rating helps to establish how good a first impression a character can make, especially among well-to-do company.
Note:This calculations will give you your character's BASE Credit Rating. You may spend skill points to raise Credit Rating.
Calc=(APP + MAG + WIL + Sanity + Money Stat)/6 Range=4-25.

Damage Bonus (also DB) Calculated Attribute. Due to your character's strength and size, or lack thereof, he or she is alloted a bonus for all physical attacks.
Calc=
Table Range=-1D6 to +1D6.

Damage Bonus Table
STR + SIZBonus
2 to 12-1D6
13 to 16-1D4
17 to 240
25 to 32+1D4
33 to 40+1D6

DEX (Dexterity) Attribute. Generally represents how agile your character is.
Min=3 Ave=11 Max=18 Roll=3D6.

Dodge Statistic/Skill. Determines how well and how often your character can get out of the way of things. This skill can be increased with skill points and roleplay.
Calc=DEX x 5 Range=15%-99%.

EDU (Education) Attribute. How educated your character is. Help determine the likelihood of a character having heard or read about a specific topic that is not otherwise refered to by other factors on the character sheet.
Min=6 Ave=14 Max=21 Roll=3D6+3.

Hit Points (also HP) Calculated Attribute. Based on your character's constitution and size, this number represents how much damage your character can take from physical attacks before he dies.
Calc=(CON + SIZ)/2 Range=7-18.

Idea (Idea) Calculated Attribute. Based on the character's intelligence, this attribute is designed to help your character think through problems, and notice things that the player might miss.
Calc=INT x 5 Range=40%-99%.

INT (Intelligence) Attribute. How smart your character is. Note that intelligence is not education.
Min=8 Ave=13 Max=18 Roll=2D6+6.

Know (Knowledge) Calculated Attribute. Based on the character's intelligence. Know can never be more than 99%, to represent the fact that no investigator can know everything. This attribute helps to represent all of the trivia that the character may have picked up through his or her lifetime.
Calc=EDU x 5 Range=30%-99%.

Luck (Luck) Calculated Attribute. Based on the character's magic attribute. This represents how well or ill disposed the universe is to your character, in that it is a reflection of how well you can relate to the true nature of the universe. Luck rolls can help your character succeed when he would not have, or to assist other characters in some action.
Calc=MAG x 5 Range=15%-99%.

MAG (Magic Potential) Attribute. How magically capable your character is. This attribute does NOT imply that your character has any knowlwdge that spells even exist, however.
Min=3 Ave=11 Max=18 Roll=3D6.

Magic Points (also MP) Statistic. Your character's maximum in Magic Points is equal to his MAG attribute. If your character knows any spells, he must use Magic Points to fuel the spell. If at any time a character's Magic Points drops to zero, the character will fall unconscious.
Calc=MAG Range=3-18.

Money (Money) Statistic. Helps determine how wealthy your character is. It generally shows how much money you can expect to get in a normal year of work, and how much you have managed to purchase and save over the years.
Note: This Stat can be changed by roleplaying and background information.
Min=1 Ave=5.5 Max=10 Roll=1D10.

Sanity (Current Sanity) Statistic. This statistic, which can fluctuate depending on roleplay, is based on the SAN attribute. When play begins, unless the character's background dictates otherwise, Sanity will have the same value as SAN. As your character is forced to recognize the reality of otherworldly and inhuman concepts, his Sanity will drop. Once it reaches zero, the character has gone completely insane and will not be able to function in human society for many years, if ever. Psychoanalysis can repair some of the damage to a character's psyche, but can never give more Sanity points than the SAN attribute. Success sanity, gained by thwarting an evil plot, can also rejuvinate Sanity, and CAN boost Sanity above SAN.
Calc=SAN Range=15%-99%.

SAN (Maximum Sanity) Calculated Attribute. This statistic can get changed through roleplay. The Sanity Attribute is a reflection of your character's willfulness, and represents how firm a grasp on reality he or she has. If you learn too much about the secrets that lie beyond man's understanding too fast, your SAN can be lowered--permanently. If you seek professional councelling to help reorganize your mind, your Current Sanity can be restored up to, but not above, your Sanity Attribute.
Note: Maximum Sanity is not the same as your
Current Sanity.
Calc=WIL x 5 Range=15%-99%.

SIZ (Size) Attribute. Represents the body shape to some extent. If you decide that your character is tall, a low SIZ will make him/her thin. If you decide that your character is short, a high SIZ will make him/her fat.
Min=8 Ave=13 Max=18 Roll=2D6+6.

STR (Strength) Attribute. Represents the physical power of your character.
Min=3 Ave=11 Max=18 Roll=3D6.

WIL (Will Power) Attribute. Shows how willful or manipulatable your character is.
Min=3 Ave=11 Max=18 Roll=3D6.


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